Jump to content
OberSchutze

Shoulder Sleeve Insiginia

Recommended Posts

Been looking for a while, is it possible to have a SSI load by default within the unit config? I haven't seen it anywhere. Would it just be considered an Item?

Share this post


Link to post
Share on other sites

Been looking for a while, is it possible to have a SSI load by default within the unit config? I haven't seen it anywhere. Would it just be considered an Item?

Could you clarify what you mean? What do you mean by SSI?

Share this post


Link to post
Share on other sites

Could you clarify what you mean? What do you mean by SSI?

 

Its the thread title :)

Share this post


Link to post
Share on other sites

Its the thread title :)

Oh, i guess he means can the Insignia be shown all the time on a particular unit. I am not sure if you do that? Unless you can set it up via the arsenal .

Share this post


Link to post
Share on other sites

What's wrong with this?

[this,"111thID"] call BIS_fnc_setUnitInsignia;

Share this post


Link to post
Share on other sites

You can do that via the init eventhandler in a unit's config:

class B_soldier_F;

class IP_B_soldier_F_EFAltis: B_soldier_F 
{
	faction = "IP_EUROFORCE_ALTIS";
	hiddenSelectionsTextures[] = {"\IP_EUROFORCE\men\txt\clothing1_EF_altis_co.paa"};
	linkedItems[] = {"IP_V_PlateCarrier1_rgrEF","IP_H_HelmetB_Green_Sand","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"};
	respawnLinkedItems[] = {"IP_V_PlateCarrier1_rgrEF","IP_H_HelmetB_Green_Sand","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"};
	respawnWeapons[] = {"IP_arifle_MX_Sage_Aco_pointer_F","hgun_P07_F","Throw","Put"};
	uniformClass = "IP_U_B_CombatUniform_mcam_EFAltis";
	vehicleClass = "IP_Men_EFAltis";
	weapons[] = {"IP_arifle_MX_Sage_Aco_pointer_F","hgun_P07_F","Throw","Put"};
	
	class EventHandlers
	{
		init = "[(_this select 0), '111thID'] call BIS_fnc_setUnitInsignia";
	};
};

It would require you to create an addon though. But keep in mind that overwriting the inherited EHs breaks CBA's extended EHs and by that also ACE's interaction menu.

Share this post


Link to post
Share on other sites

It would require you to create an addon though. But keep in mind that overwriting the inherited EHs breaks CBA's extended EHs and by that also ACE's interaction menu.

Since 1.54, Arma 3 has native support in cfgVehicles for that function of XEH (was referred to in the patch notes as "nested" eventhandlers).

https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#EventHandlers..._Class

So you just do something like

	class EventHandlers
	{
		class TAG_setInsignia
		}
			init = "[(_this select 0), '111thID'] call BIS_fnc_setUnitInsignia";
		};
	};

And it shouldn't overwrite anything

  • Like 2

Share this post


Link to post
Share on other sites

Since 1.54, Arma 3 has native support in cfgVehicles for that function of XEH (was referred to in the patch notes as "nested" eventhandlers).

https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#EventHandlers..._Class

So you just do something like

	class EventHandlers
	{
		class TAG_setInsignia
		}
			init = "[(_this select 0), '111thID'] call BIS_fnc_setUnitInsignia";
		};
	};

And it shouldn't overwrite anything

 

Ah, good to know. So I don't have to create additional addons for optional XEH support anymore. Great, thank you!

Share this post


Link to post
Share on other sites

Thanks guys, will try this tonight. It is for an addon so I'm not worried about adding some more code.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×